GamR

Immersive Game Development (Media & Entertainment)

Building GamR: From Play Mat to Spatial Playground

Screenshot of a game called Crush Mania with cartoon characters in a park, featuring two mole-like creatures with helmets and goggles, and a play button in the center.
A scene from a video game featuring a blue monster with a mischievous expression standing on dirt, next to a white trap and six holes in the ground, with a timer reading 56 seconds.

On the software side, integrating a “first-of-its-kind” controller meant working within tight technical constraints. We spent a lot of time tuning performance, reducing latency between foot press and on-screen feedback

Bringing GamR to CES 2025 was the final test. Live demos in a noisy, crowded hall are unforgiving. We hardened the build, refined the onboarding flow, and tweaked visuals so that even a 30-second session could communicate what makes GamR different.

GamR is still evolving, but the core idea has stayed the same from day one: use playful hardware and immersive software together to get people off the couch, onto the mat, and into the game.

Digital graphic featuring a central robot face with a smiling expression, surrounded by six geometric shapes with lightning, fire, ice, and energy effects, against a cosmic black background with a swirling blue vortex.